While your changing the map, can you look at the turrets (or whatever you call it...the thing you climb into and shoot [been away from UT for too long now...sheesh]) by the corner of the building, there must be an anti-potal too close that needs moving because when your in it, you can see the hall of mirrors effect at certain angles. Perhaps moving them a hair further out from the building would make them more useful also, as they are not that useful the way it is....Not sure if its on the red or blue side...
This is just a suggestion/thought/comment.
Spiffingrad
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Look for all you that can't get it . The spma could be parked anywhere within 95% of that map and hit anywhere on the map . It is just to overpowering. The only way a spma would be fair on that map is if it were based at the core and each team got one. The node it was at once up was to easily defended by the palidan . Once that node is secure if the spammer knows how to work the thing it's game over , all things being equal.
As far as the spma on Vocano High. That is the perfect map for it . Only somewhat effective and doesn't rule the game.
Played Spiffy with Hornet after you left . Game went good. Lasted to within 2 minutes of OT. Balance teams somewhat.
As far as the spma on Vocano High. That is the perfect map for it . Only somewhat effective and doesn't rule the game.
Played Spiffy with Hornet after you left . Game went good. Lasted to within 2 minutes of OT. Balance teams somewhat.

I agree with most that the SPMA should be gone but I don't think it was the main problem in and of itself. The fact that the node it spawned at was both so far from an open core and so easily defended was the main problem - when you had 2 competetive teams and one got the SPMA node but was unable to lock it down securely the SPMA was easy bait for footsoldiers even with support. The map is so confining that places lending to good shooting were also obvious to ground troops that could do some simple observation and tracking back to where shells were arcing in from. A bit of a semantic point I admit, and I'm not sorry to see it gone, but I can see what the map author was doing by putting that vehicle on this one.
The other changes outlined seem to be good ones. I don't recall off-hand but check the lockers for sufficient link. Almost all non-tweaked ONS maps suffer from link ammo deficiency problems so for this one and all others check and be sure. Cores get 170 at least and 220 is not out of the question, nodes get 120 min and could go higher as needed. Good players are always hurting for link as they're using it up helping the team, either healing damaged vehicles or building nodes. Shock at the core and perhaps AVRIL with 5 shots? Debatable. Map is quite small as is so adding a manta to each core might be overkill... could try it I suppose.
The other changes outlined seem to be good ones. I don't recall off-hand but check the lockers for sufficient link. Almost all non-tweaked ONS maps suffer from link ammo deficiency problems so for this one and all others check and be sure. Cores get 170 at least and 220 is not out of the question, nodes get 120 min and could go higher as needed. Good players are always hurting for link as they're using it up helping the team, either healing damaged vehicles or building nodes. Shock at the core and perhaps AVRIL with 5 shots? Debatable. Map is quite small as is so adding a manta to each core might be overkill... could try it I suppose.
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Good point on the Link Urtho. I do believe Spiffy suffers from lack of link. There's not a lot of nodes however, so I don't think I would go too overboard. Otherwise taking the tank down might be difficult.
And check out that turret thing that Wraith mentioned. I never use the damn thing, so I have no idea.
So unless there are any more suggestions here, I say more link, and turret fixing are for RC2.
Thanks everyone.
Rich (TW)
And check out that turret thing that Wraith mentioned. I never use the damn thing, so I have no idea.
So unless there are any more suggestions here, I say more link, and turret fixing are for RC2.
Thanks everyone.
Rich (TW)
Urtho those numbers dont really sound right, it sounds like way to much.
So i did some prospecting in rmode 1, see where blocking volumes are ect. It doesnt look like anything is getting blocked, the stuff that is, is removed by the heavy fog. Wraith id like you to jump on vent with me so we can fix this.
So i did some prospecting in rmode 1, see where blocking volumes are ect. It doesnt look like anything is getting blocked, the stuff that is, is removed by the heavy fog. Wraith id like you to jump on vent with me so we can fix this.
Ok, for the most part im getting better FPS with out ANY of the anti portal volumes. There was 143 and the version of my harddrive has none. The problem is still there btw. There are also 606 blocking volumes on the map, could any of these have been givin antiportal properities?
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[align=center]Manta = OVERKILL[/align]
Ok, I could be wrong, but I think that blocking volumes and antiportals have to be two distict objects.DW_Hornet wrote:Ok, for the most part im getting better FPS with out ANY of the anti portal volumes. There was 143 and the version of my harddrive has none. The problem is still there btw. There are also 606 blocking volumes on the map, could any of these have been givin antiportal properities?
If that map had 143 anti-portals in it, then you definately will see an improvement when removing them. While antiportals can be good in the right situation, you shouldn't ever use more than 10-12 at most. Some people say up to 20 can be used, but in my experiences, try to use as few as possible and look for alternative means if there are any.
Its hard to imagine someone putting in that many. . .
Blocking volumes are different and don't really slow a map down if they are needed or used in place of collision on objects their blocking, but it depends on the complexity of the object being blocked and also don't forget to shut off the collision on the item itself since the blocking volume is taking its place. Too many times I have seen mappers leave the collision on for the blocked items and every calculation saved adds up.
Its hard to imagine someone putting in that many. . .
Blocking volumes are different and don't really slow a map down if they are needed or used in place of collision on objects their blocking, but it depends on the complexity of the object being blocked and also don't forget to shut off the collision on the item itself since the blocking volume is taking its place. Too many times I have seen mappers leave the collision on for the blocked items and every calculation saved adds up.
You know, that didn't even register to me the first time I read that... lol... Yeah, the engine is going to be spending more time figuring out what to draw and not draw vs. just drawing it out in the first place with that many anti portals.
Anti portals should be large and in small number. Think mountain in the middle of the map.
Anti portals should be large and in small number. Think mountain in the middle of the map.